Colonial Military Weapons

These weapons are only authorised for Colonial Warriors and some Auxiliaries.

Weapon Name/Type = Colonial Light Blaster Pistol
Damage and Type = Kill setting = 4D Impaling Stun Setting = Stun
Snap Shot = 10
Accuracy = 6
½ Damage Range = -na-
Maximum Range = 300
Weapon Weight = 3
Rate of Fire = 3~
Shots in Magazine/Power Cell = 20/c
Minimum Strength to Use = 5
Recoil = -1
Cost = $2,800
Hold Out Penalty/Bonus = 0

This is the standard sidearm for Security Officers and can be found in the armament cabinet of almost all ships in the Fleet. The lower power blaster round is less likely to do critical damage to ship functions in the event of a miss. It is also small enough to be worn concealed in a shoulder holster.

Colonial Light Blaster Pistol
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Weapon Name/Type = Colonial Heavy Blaster Pistol
Damage and Type = Kill setting = 6D Impaling Stun Setting = Stun
Snap Shot = 12
Accuracy = 8
½ Damage Range = 300
Maximum Range = 450
Weapon Weight = 4.5
Rate of Fire = 3~
Shots in Magazine/Power Cell = 12/c
Minimum Strength to Use = 6
Recoil = -1
Cost = $3,300
Hold Out Penalty/Bonus = -2

This is the standard sidearm for Colonial Warriors, Viper and shuttle pilots. It’s heavier round does a better job of knocking down a Cylon Centurion. It is too large to be easily concealed and is carried on a belt rig.

Colonial Heavy Blaster Pistol
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Weapon Name/Type = Colonial Light Blaster ‘Assault’ Rifle
Damage and Type = Kill setting = 8D Impaling Stun Setting = Stun
Snap Shot = 14
Accuracy = 10
½ Damage Range = 300
Maximum Range = 600
Weapon Weight = 8
Rate of Fire = 3~
Shots in Magazine/Power Cell = 12/c
Minimum Strength to Use = 8
Recoil = -1
Cost = $3,800
Hold Out Penalty/Bonus =

Standard issue for Warrior ground troops and assault teams. Also found in the emergency lockers of shuttles and Vipers. This is a close combat weapon that is ‘handy’ and more powerful then the blaster pistol.
The assault rifle was an early and succesful design for the Colonial R&D labs. It has proven its worth many times over.

Colonial Light Blaster ‘Assault’ Rifle
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Weapon Name/Type = Colonial Medium Blaster ‘Sniper’ Rifle
Damage and Type = Kill setting = 8D Impaling
Snap Shot = 14
Accuracy = 13
½ Damage Range = 600
Maximum Range = 1,200
Weapon Weight = 10
Rate of Fire = 3~
Shots in Magazine/Power Cell = 6/c
Minimum Strength to Use = 9
Recoil = -1
Cost = $3,800
Hold Out Penalty/Bonus =

The primary drawback to the original Assault Rifle was a lack of accuracy and power at long range. The Medium Blaster, though no more powerful then the assault type in terms of knock down power, solved this problem.

Colonial Medium Blaster ‘Sniper’ Rifle
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Weapon Name/Type = Colonial Heavy Blaster Rifle
Damage and Type = Kill setting = 10D Impaling Stun Setting = Stun
Snap Shot = 15
Accuracy = 14
½ Damage Range = 600
Maximum Range = 1600
Weapon Weight = 12
Rate of Fire = 3~
Shots in Magazine/Power Cell = 60/c
Minimum Strength to Use = 9
Recoil = -1
Cost = $6,800
Hold Out Penalty/Bonus = 0
Note: Has Bipod

This is a squad level weapon used by Warrior ground troops. It is almost never employed in ship board combat because the power of the round risks penetrating bulkheads and causing unacceptable collateral damage.

Colonial Heavy Blaster Rifle

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Weapon Name/Type = Colonial Gatling Blaster
Damage and Type = Kill setting = 20D Impaling

Snap Shot = 10
Accuracy = 20
½ Damage Range = 3,000
Maximum Range = 11,000
Weapon Weight = 80
Rate of Fire = 12~
Shots in Magazine/Power Cell = 160/E Cell
Minimum Strength to Use = 15 If removed from Tripod
Recoil = -1
Cost = $20,000
Hold Out Penalty/Bonus = 0

Primarily a vehicle mounted weapon. Found on Landrams and Powersleds also used as ground protection for shuttles. It lacks a Stun capacity.

Gyro Rocket Weapons

The gyro rocket weapons, such as those produced by the Latham Corporation, saw some success during the developmental period for hand lasers. More powerful then Numos and more reliable then lasers (at that time) they were effective in taking down the Cylon Centurion of the time. Unfortunately Cylon Centurions became tougher, with thicker carapaces, and the rocket rounds simply reached their limit in ability while maintaining their compact size. The rapid advancements in hand lasers (and later blasters) left the gyro rockets far behind.
The military adapted gyrocs into successful hybrid combination carbines and continue with variations even now. Hybrid pistol combinations were too heavy and bulky to enjoy much success.

Weapon Name/Type = Hybrid Laser/Rocket Carbine
Damage and Type = Laser 4d+2 imp Rockets damage varies with round
Snap Shot = 12
Accuracy = Laser 12 Rocket 9
½ Damage Range = Laser 600 Rocket na
Maximum Range = Laser 1,200 Rocket 2,500
Weapon Weight = 12
Rate of Fire = Laser 3~ Rocket 1~
Shots in Magazine/Power Cell = Laser 20/2C cells Rockets 8
Minimum Strength to Use = 10
Recoil = 0/0
Cost = $6,000
Hold Out Penalty/Bonus = -3

Laser/Rocket Carbine
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The Colonial Military employed a hybrid Gyro Rocket/Laser Carbine for a number of yahrens. It was a reasonably successful design that was later passed on to the Colonial Militias. The over under weapon has a laser mounted on the top and a pump action gyro rocket underneath. There is no Electro laser or stun capacity.

Weapon Name/Type = Hybrid Blaster/Rocket Carbine
Damage and Type = Blaster 8d imp Rocket damage varies with round
Snap Shot = 12
Accuracy = 11 Rocket 9
½ Damage Range = Blaster 300 Rocket na
Maximum Range = Blaster 800 Rocket 2,500
Weapon Weight = 12
Rate of Fire = Blaster 3~ Rocket 1~
Shots in Magazine/Power Cell = Blaster 12/c Rocket 14
Minimum Strength to Use = 10
Recoil = Blaster -1 Rocket 0
Cost = $6800
Hold Out Penalty/Bonus = -2

Blaster/Rocket Carbine
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A later variant employed a blaster instead of a laser. This particular combination is still in use in the Colonial Military. There is no Electrolaser or stun capacity.

GyrocAmmunitions

The Gyrocs fire .75 calibre stabilized rockets. These come in a variety of kinds.

APEX: Armor Piercing EXplosive. This is the standard military round. The APEX round halves the DR of armor struck. Impact damage depends on the range from the muzzle the target is.
3D crsh up to 1 yard
6D crsh up to 2 yards
8D crsh from there to 1/2 damage range

In addition thay do 1D+3 explosive damage. If the round is in flesh they do explosive damage x5.
There is a 50% chance the explosion will ignite flammables

Legality Class is a strictly enforced 0
Cost is $500 per hundred for the Colonial Military, $3,000 per hundred on the Black Market

CHEM: CHEMical rounds do 1 point of crsh damage at 1 yard
1D-3 crsh at 2 yards
1D crsh to 1/2 damage range

When a CHEM round hits the filler covers 1 hex for 3 seconds
Price is $100 per hundred plus filler for Colonial Military and $500 per hundred plus filler x5 on black market.

HEX: High EXplosive. Designed for use against unarmored targets. Impact damage depends on the range from the muzzle the target is.
1D crsh up to 1 yard
2D crsh up to 2 yards
4D crsh from there to 1/2 damage range

In addition they do 2D explosive damage which is x5 if in flesh. They are 66% likely to ignite flammable materials.
Cost is $300 per hundred for Colonial Military and $2,000 per hundred on the black market.

SLAP: Standard Light Anti-Personnel. SLAP is standard for Colonial Military police and Security troops. Impact damage depends on the range from the muzzle the target is.
2D crsh up to 1 yard
4D crsh up to 2 yards
6D crsh from there to maximum range

SLAP Round
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Weapon Name/Type = Colonial Electro Magnetic Grenade Launcher
Damage and Type = Varies based on Grenade Types

Snap Shot = 10
Accuracy = 8
½ Damage Range = -na-
Maximum Range = 1,000
Weapon Weight = 10
Rate of Fire = 1
Shots in Magazine/Power Cell = 6/m
Minimum Strength to Use = 5
Recoil = 0
Cost = $5,000
Hold Out Penalty/Bonus = 0

A short, stubby, shotgun like weapon with a magazine of six grenades. It is recoilless and uses a magnetic impulse to propel grenades. It will fire 100 rds on a D cell. Grenades may be loaded individually.

Electro Magnetic Grenade Launcher
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Weapon Name/Type = Colonial Electro Magnetic Mortar
Damage and Type = Varies based on Grenade Types

Snap Shot = -na-
Accuracy = -na-
½ Damage Range = -na-
Maximum Range = 6,000
Weapon Weight = 70
Rate of Fire = 1
Shots in Magazine/Power Cell = 20/m
Minimum Strength to Use = 15 if off Tripod
Recoil = 0
Cost = $15,000
Hold Out Penalty/Bonus = 0

Employs a magnetic pulse for indirect fire of grenades.

Assorted Mortar and Grenade Launcher Rounds
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Colonial Thermal Grenade
This employs a solonite core with an incendiary outer casing. These weapons have minimal effect against Cylons and are often used by Colonial Ground Troops to clear vegetation.

Thermal Grenade
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Weapon Name/Type = Colonial Electro Magnetic Pulse Gun
Damage and Type =

Snap Shot = 4
Accuracy = 12
½ Damage Range = -na-
Maximum Range = 100
Weapon Weight = 4
Rate of Fire = 1
Shots in Magazine/Power Cell = 8/c
Minimum Strength to Use = 8
Recoil = 0
Cost = -na- Restricted Access
Hold Out Penalty/Bonus = 0

An enhanced version of an earlier design. The Electro Magnetic Pulse Guns are designed to fry electronics, (especially Cylons!) with a short ranged and very powerful Electro Magnetic Pulse. Early models were very successful against the Cylons in the early stages of the war. Later Cylons had their circuitry hardened and shielded making the weapons virtually useless. Researchers working in the Fleet have enhanced the design producing a weapon that is able to overcome even shielded circuitry. EMP guns do no damage to flesh & blood. A successful hit neutralizes the target’s electronics on a 3 dice roll of 16 or less, causing a surge that runs through the entire target. Subtract 1 from the chance of knocking out electronics per 20 points of combined DR and hit points that electronics possess; roll once for a single integrated system (like a Cylon) or individually for separate subsystems carried by the same target. For every point the roll succeeds by, the target’s electronics are disabled for 2 turns. Success by 10 or more, or any critical success, permanently fries the target’s electronics.

Colonial EMP Carbine
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Colonial Military Weapons
These weapons are only authorised for Colonial Warriors and some Auxiliaries.

Weapon Name/Type = Colonial Light Blaster Pistol
Damage and Type = Kill setting = 4D Impaling Stun Setting = Stun
Snap Shot = 10
Accuracy = 6
½ Damage Range = -na-
Maximum Range = 300
Weapon Weight = 3
Rate of Fire = 3~
Shots in Magazine/Power Cell = 20/c
Minimum Strength to Use = 5
Recoil = -1
Cost = $2,800
Hold Out Penalty/Bonus = 0

This is the standard sidearm for Security Officers and can be found in the armament cabinet of almost all ships in the Fleet. The lower power blaster round is less likely to do critical damage to ship functions in the event of a miss. It is also small enough to be worn concealed in a shoulder holster.

Colonial Light Blaster Pistol

Weapon Name/Type = Colonial Heavy Blaster Pistol
Damage and Type = Kill setting = 6D Impaling Stun Setting = Stun
Snap Shot = 12
Accuracy = 8
½ Damage Range = 300
Maximum Range = 450
Weapon Weight = 4.5
Rate of Fire = 3~
Shots in Magazine/Power Cell = 12/c
Minimum Strength to Use = 6
Recoil = -1
Cost = $3,300
Hold Out Penalty/Bonus = -2

This is the standard sidearm for Colonial Warriors, Viper and shuttle pilots. It’s heavier round does a better job of knocking down a Cylon Centurion. It is too large to be easily concealed and is carried on a belt rig.

Colonial Heavy Blaster Pistol

Weapon Name/Type = Colonial Light Blaster ‘Assault’ Rifle
Damage and Type = Kill setting = 8D Impaling Stun Setting = Stun
Snap Shot = 14
Accuracy = 10
½ Damage Range = 300
Maximum Range = 600
Weapon Weight = 8
Rate of Fire = 3~
Shots in Magazine/Power Cell = 12/c
Minimum Strength to Use = 8
Recoil = -1
Cost = $3,800
Hold Out Penalty/Bonus =

Standard issue for Warrior ground troops and assault teams. Also found in the emergency lockers of shuttles and Vipers. This is a close combat weapon that is ‘handy’ and more powerful then the blaster pistol.
The assault rifle was an early and succesful design for the Colonial R&D labs. It has proven its worth many times over.

Colonial Light Blaster ‘Assault’ Rifle

Weapon Name/Type = Colonial Medium Blaster ‘Sniper’ Rifle
Damage and Type = Kill setting = 8D Impaling
Snap Shot = 14
Accuracy = 13
½ Damage Range = 600
Maximum Range = 1,200
Weapon Weight = 10
Rate of Fire = 3~
Shots in Magazine/Power Cell = 6/c
Minimum Strength to Use = 9
Recoil = -1
Cost = $3,800
Hold Out Penalty/Bonus =

The primary drawback to the original Assault Rifle was a lack of accuracy and power at long range. The Medium Blaster, though no more powerful then the assault type in terms of knock down power, solved this problem.

Colonial Medium Blaster ‘Sniper’ Rifle

Weapon Name/Type = Colonial Heavy Blaster Rifle
Damage and Type = Kill setting = 10D Impaling Stun Setting = Stun
Snap Shot = 15
Accuracy = 14
½ Damage Range = 600
Maximum Range = 1600
Weapon Weight = 12
Rate of Fire = 3~
Shots in Magazine/Power Cell = 60/c
Minimum Strength to Use = 9
Recoil = -1
Cost = $6,800
Hold Out Penalty/Bonus = 0
Note: Has Bipod

This is a squad level weapon used by Warrior ground troops. It is almost never employed in ship board combat because the power of the round risks penetrating bulkheads and causing unacceptable collateral damage.

Colonial Heavy Blaster Rifle

Weapon Name/Type = Colonial Gatling Blaster
Damage and Type = Kill setting = 20D Impaling

Snap Shot = 10
Accuracy = 20
½ Damage Range = 3,000
Maximum Range = 11,000
Weapon Weight = 80
Rate of Fire = 12~
Shots in Magazine/Power Cell = 160/E Cell
Minimum Strength to Use = 15 If removed from Tripod
Recoil = -1
Cost = $20,000
Hold Out Penalty/Bonus = 0

Primarily a vehicle mounted weapon. Found on Landrams and Powersleds also used as ground protection for shuttles. It lacks a Stun capacity.

Gyro Rocket Weapons

The gyro rocket weapons, such as those produced by the Latham Corporation, saw some success during the developmental period for hand lasers. More powerful then Numos and more reliable then lasers (at that time) they were effective in taking down the Cylon Centurion of the time. Unfortunately Cylon Centurions became tougher, with thicker carapaces, and the rocket rounds simply reached their limit in ability while maintaining their compact size. The rapid advancements in hand lasers (and later blasters) left the gyro rockets far behind.
The military adapted gyrocs into successful hybrid combination carbines and continue with variations even now. Hybrid pistol combinations were too heavy and bulky to enjoy much success.

Weapon Name/Type = Hybrid Laser/Rocket Carbine
Damage and Type = Laser 4d+2 imp Rockets damage varies with round
Snap Shot = 12
Accuracy = Laser 12 Rocket 9
½ Damage Range = Laser 600 Rocket na
Maximum Range = Laser 1,200 Rocket 2,500
Weapon Weight = 12
Rate of Fire = Laser 3~ Rocket 1~
Shots in Magazine/Power Cell = Laser 20/2C cells Rockets 8
Minimum Strength to Use = 10
Recoil = 0/0
Cost = $6,000
Hold Out Penalty/Bonus = -3

Laser/Rocket Carbine

The Colonial Military employed a hybrid Gyro Rocket/Laser Carbine for a number of yahrens. It was a reasonably successful design that was later passed on to the Colonial Militias. The over under weapon has a laser mounted on the top and a pump action gyro rocket underneath. There is no Electro laser or stun capacity.

Weapon Name/Type = Hybrid Blaster/Rocket Carbine
Damage and Type = Blaster 8d imp Rocket damage varies with round
Snap Shot = 12
Accuracy = 11 Rocket 9
½ Damage Range = Blaster 300 Rocket na
Maximum Range = Blaster 800 Rocket 2,500
Weapon Weight = 12
Rate of Fire = Blaster 3~ Rocket 1~
Shots in Magazine/Power Cell = Blaster 12/c Rocket 14
Minimum Strength to Use = 10
Recoil = Blaster -1 Rocket 0
Cost = $6800
Hold Out Penalty/Bonus = -2

Blaster/Rocket Carbine

A later variant employed a blaster instead of a laser. This particular combination is still in use in the Colonial Military. There is no Electrolaser or stun capacity.

GyrocAmmunitions

The Gyrocs fire .75 calibre stabilized rockets. These come in a variety of kinds.

APEX: Armor Piercing EXplosive. This is the standard military round. The APEX round halves the DR of armor struck. Impact damage depends on the range from the muzzle the target is.
3D crsh up to 1 yard
6D crsh up to 2 yards
8D crsh from there to 1/2 damage range

In addition thay do 1D+3 explosive damage. If the round is in flesh they do explosive damage x5.
There is a 50% chance the explosion will ignite flammables

Legality Class is a strictly enforced 0
Cost is $500 per hundred for the Colonial Military, $3,000 per hundred on the Black Market

CHEM: CHEMical rounds do 1 point of crsh damage at 1 yard
1D-3 crsh at 2 yards
1D crsh to 1/2 damage range

When a CHEM round hits the filler covers 1 hex for 3 seconds
Price is $100 per hundred plus filler for Colonial Military and $500 per hundred plus filler x5 on black market.

HEX: High EXplosive. Designed for use against unarmored targets. Impact damage depends on the range from the muzzle the target is.
1D crsh up to 1 yard
2D crsh up to 2 yards
4D crsh from there to 1/2 damage range

In addition they do 2D explosive damage which is x5 if in flesh. They are 66% likely to ignite flammable materials.
Cost is $300 per hundred for Colonial Military and $2,000 per hundred on the black market.

SLAP: Standard Light Anti-Personnel. SLAP is standard for Colonial Military police and Security troops. Impact damage depends on the range from the muzzle the target is.
2D crsh up to 1 yard
4D crsh up to 2 yards
6D crsh from there to maximum range

SLAP Round

Weapon Name/Type = Colonial Electro Magnetic Grenade Launcher
Damage and Type = Varies based on Grenade Types

Snap Shot = 10
Accuracy = 8
½ Damage Range = -na-
Maximum Range = 1,000
Weapon Weight = 10
Rate of Fire = 1
Shots in Magazine/Power Cell = 6/m
Minimum Strength to Use = 5
Recoil = 0
Cost = $5,000
Hold Out Penalty/Bonus = 0

A short, stubby, shotgun like weapon with a magazine of six grenades. It is recoilless and uses a magnetic impulse to propel grenades. It will fire 100 rds on a D cell. Grenades may be loaded individually.

Electro Magnetic Grenade Launcher

Weapon Name/Type = Colonial Electro Magnetic Mortar
Damage and Type = Varies based on Grenade Types

Snap Shot = -na-
Accuracy = -na-
½ Damage Range = -na-
Maximum Range = 6,000
Weapon Weight = 70
Rate of Fire = 1
Shots in Magazine/Power Cell = 20/m
Minimum Strength to Use = 15 if off Tripod
Recoil = 0
Cost = $15,000
Hold Out Penalty/Bonus = 0

Employs a magnetic pulse for indirect fire of grenades.

Assorted Mortar and Grenade Launcher Rounds

Colonial Thermal Grenade
This employs a solonite core with an incendiary outer casing. These weapons have minimal effect against Cylons and are often used by Colonial Ground Troops to clear vegetation.

Thermal Grenade

Weapon Name/Type = Colonial Electro Magnetic Pulse Gun
Damage and Type =

Snap Shot = 4
Accuracy = 12
½ Damage Range = -na-
Maximum Range = 100
Weapon Weight = 4
Rate of Fire = 1
Shots in Magazine/Power Cell = 8/c
Minimum Strength to Use = 8
Recoil = 0
Cost = -na- Restricted Access
Hold Out Penalty/Bonus = 0

An enhanced version of an earlier design. The Electro Magnetic Pulse Guns are designed to fry electronics, (especially Cylons!) with a short ranged and very powerful Electro Magnetic Pulse. Early models were very successful against the Cylons in the early stages of the war. Later Cylons had their circuitry hardened and shielded making the weapons virtually useless. Researchers working in the Fleet have enhanced the design producing a weapon that is able to overcome even shielded circuitry. EMP guns do no damage to flesh & blood. A successful hit neutralizes the target’s electronics on a 3 dice roll of 16 or less, causing a surge that runs through the entire target. Subtract 1 from the chance of knocking out electronics per 20 points of combined DR and hit points that electronics possess; roll once for a single integrated system (like a Cylon) or individually for separate subsystems carried by the same target. For every point the roll succeeds by, the target’s electronics are disabled for 2 turns. Success by 10 or more, or any critical success, permanently fries the target’s electronics.

Colonial EMP Carbine

Weapon Name/Type = Colonial Survival/Combat Knife
Damage and Type = Imp Thr+3

Snap Shot = 12 When Thrown
Accuracy = 0
½ Damage Range = ST-2
Maximum Range = ST+5
Weapon Weight = 1
Cost = -na- Restricted Access
Hold Out Penalty/Bonus = 0

The Colonial Survival/Combat knife is large, single edged and well balanced. The metal quality is ‘super fine” These are issued to all Colonial Warriors and Pilots.
The molecular wire stretched along the edge of the blade allows a targets DR to be halved. The knife is balanced for throwing.

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Colonial Survival Knife

Solenite Charges

The basic solenite charge is a small but powerful explosive made from the highly explosive tylium fuel that spacecraft use. It is multi-purpose in that it can be thrown or simply set as a standard explosive. They have a simple switch on top that is pressed to activate and turned to set the timer or to activate the impact fuse. When activated, the orange light comes on to warn that the weapon is armed. The weapon can also be detonated by remote link. When detonated, the weapon acts like a shaped charge against the item it is placed against. This makes it of limited usefulness when being thrown. It does 6dx4 crushing damage.

Medium Solenite charge designed to be placed on a target with a choice of time delay, remote activation or motion, sound or light activated detonation. A magnetic pad and removable adhesive surface aid in placing the mine. It does 6dx8 crushing damage.

The Radon Bomb is a large solenite charge. It comes in a cylinder with an activation switch on top. It has a timer and remote link for detonation. Like most charges, the Radon Bomb acts like shaped charge against its intended target. It does 8dx8 crushing damage.

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Basic Solenite Charge

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Radon Bomb